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INDUSTRY NEWS 



MAJOR PLAYERS READY FIRST 
QUARTER RELEASES! 

January heralds the Consumer Elec- 
tronics Show, so game manufacturers are 
pulling out all the stops to have their 
software ready to display at the exposi- 
tion. Industry sources indicate that trans- 
lations will take up much of the compa- 
nies' attention during the first quarter. 
Here are some of the items which are not 
translations which certain companies hope 
to release in the first quarter of 1987. 

Accolade : Expects to release their 
football game, 4th and Inches , at the show. 
The company also plans to release a mur- 
der mystery entitled, appropriately 
enough, Killed Until Dead . Their 
"Advantage Series" will be strengthened 
by the addition of Power , loosely described 
as a space game. Almost ready for release, 
but expecting to be retitled before Jan- 
uary, is a new adventure game using 
comic/cartoon situations. 

Avalon Hill : The microcomputer games 
division is expecting to have Dark Horn 
ready for both Apple and C-64. This is the 
long-awaited fantasy game by Tom 
Cleaver, author of Galaxy . Guderian is 
still undergoing revision and would be a 
longshot for first quarter release. 

Electronic Arts : EA's Interplay affili- 
ate is releasing a translation of The B:ird h s 
Tale for the Amiga which is much more 
than a port. The new version has six dif- 
ferent songs (used in spellcasting) for the 
bard with four different instrumentations. 



It features 90 different animated graphics 
of characters/monsters and 85 different 
spells. Bard's Tale II : The Destiny Knight 
is nearing completion and features ranged 
combat. Also, creatures can be converted 
and made a permanent part of the adven- 
turer's team. They also plan to release 
Michael Stackpole's f Mercenaries, Spies 
and Private Eyes '! new roleplaying game, 
Wasteland , which is similar to the Mad 
Max films. 

Mindscape : The distributors of Master 
Designer Cinemaware and Balance of 
Power aren't simply resting on their lau- 
rels. They are pinning positive hopes on 
their new Thunder Mountain Division (see 
below) of discount software, but aggres- 
sively releasing other titles, as well. Paral- 
lax , a fast -paced space arcade game with a 
three dimensional effect leads the way, 
followed by a judo simulation ( Uchi-Mata l 
and a karate adventure. They are also ex- 
pected to preview Trailblazer , a bouncing 
ball arcade name with some new twists, at 
the Consumer Electronics Show. Also pos- 
sible for the first quarter is the yet unti- 
tled, third issue in the Macventure series. 

Sir-Tech : The official position at Sir- 
Tech is that there will be no official release 
date on Wizardry IV: The Return of 
Werdna or Wizardry V until they are 
ready to ship. The company does plan to 
release two other titles in January 
however: Space Combat Simulator and 
The Seven Spirits of Ra The former will 
be similar to Skyfox , but set in space and 



featuring 3D shapes with color and 
Newtonian physics (suggested $39.95). The 
latter, based on Egyptian mythology, is a 
mixed adventure/RPG which takes place 
inside and outside of pyramids. 

Strategic Simulations, Inc .: Gary 
Grigsby's War in the South Pacific should 
be available on the Apple by the time you 
read this and the C-64 version is expected 
in late January. This is the only new re- 
lease definitely set for first quarter, 1987, 
but there are over 26 conversions in the 
works, including Kampfgruppe for IBM 
and Amiga and Rings of Zilfin , Shard of 
Spring , and Wizard's Crown for the ST. 

Strategic Studies Group : One thing 
which is as dependable as death and taxes 
is that SSG won't put out a game they're 
not pleased with. The good news is that 
Road to Appomatox will be an exciting 
and revolutionary product. The bad news 
is that it's not certain for the first quarter. 
Russia, an eastern front game, has been 
moved ahead of RTA on the production 
schedule and should be available in early 
1987. 

BRAINWAVE CREATIONS FORMED! 
Mike Berlyn, author of Suspended and 
other Infocom adventure games (as well as 
the recent Tass Times in Tonetown which 



he co -authored with Brian Fargo), and his 
wife, Muffy, are rumored to be millimeters 
away from penning a deal with a major 
publisher for a line of text adventures that 

Continued on pg. 60 




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Page 26 




Computer Gaming World 




SNEAK PREVIEW: 

^:jKfiflfl^frM::::::W^ 

WASTELAND 



In January of 1987, Wasteland was described as a 
potential Mad Max type adventure game to be writ- 
ten by Michael Stackpole (author of the Mercenaries, 
Spies and Private Eyes roleplaying system and 
Mayfair Games' sourcebook on Batman for their DC 
Heroes roleplaying game) and programmed by the 
CRPG experts at Interplay Productions. As this ar- 
ticle is being written, Wasteland has just passed its first 

week in "Quality As- 



surance" at Electronic 
Arts with no major 
problems encountered. 
This should mean [Ed.: 
Anyone who has observed 
this industry uery long 
knows why we put a 
"weasel word" in this sen- 
tence!} that the game is on 
the shelves by the time this 
preview hits the stands. 



Nevertheless, the game is certainly superior to the 
original concept. Instead of being a "Mad Max" role 
playing game presented on the computer, this post- 
holocaust game has a unique plotline all its own. 
Players want to find out what the "Servants of the 

Mushroom Cloud" are up 
to, among other matters. In 
fact, the game contains 
250K of text to present this 
plotline. However, at least 
100K of the text which is 
vital for successfully com- 
pleting the adventure is "off- 
line" in a book which 
comes with the game and 
serves as a non- technologi- 
cal copy protection. The 
story itself is so huge that there are many possibilities 
which the player may not find, while still able to win 
the game. The story-line is non-linear and there are al- 
ways, at least, two ways to get around a problem. 

Interplay insists that the game should be rated PG-13 
because of the personalized violence in the adventure, 
as well as the sexual hints. We must agree that there is 
an undeniable visceral response when the description 
window describes someone as being turned into 
"blood sausage," reduced to a "fine red mist," or pul- 
verized into "unrecognizable gore." However, it seems 
to fit the model of a post-holocaust society gone rabid 
with barbarism. 












At first glance, the game looks like the Bard's Tale 
products (which should be no surprise since both 
produced are designed by Interplay). There is an 
animated "window" for viewing in the upper left hand 
corner of the screen and a description "window" on 
the right. The lower portion of the screen is devoted to 
a quick reference sheet on the adventuring party itself. 
Like its sister products, the game boasts crisp graphics 
and limited, but effective, animation. The graphics "win- 
dow" has over seventy different pictures. 

Yet, the game is improved over its sister products. The 
game system in Wasteland is dynamic. Once some- 
thing on the map is changed, it is changed. Further, 
an old role-playing concept enters into the picture 
when players can "hire" non-player characters to fill 
out the party. Of course, they do not always do what 
they are ordered. Also, a new feature enables players 
to "Disband Party" into four different active parties. 
This option enables ranged combat to occur and helps 
in the solution of some puzzles, but also means that 
each party can have up to four encounters at a time. 
Finally, this game features only one "Save Game" in- 
stead of the ability to have multiple saves. 




HUNTING FOR HINTS? 

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e past two years! 

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Send $23.95 (US $) and $3 shipping ($6 Canada, $12 
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Circle Reader Service #24 



Circle Reader Service #25 » 



Page 28 



Computer Gaming World 



Wasted In The 




by William "Biff Krltzen 

"9 he moisture dripping from the subterranean 
M cavern's ceiling echoed eerily in the shrouded 
distance that loomed ahead of Hell Razor and his 
battered party. Retracing their path back up to 
the surface was out of the question as long as An- 

i gela Death 
was still un- 
conscious. 
Snake Var- 
gas had 
used his 
medical 
skills to sta- 
bilize her 
condition 
but time 
was the only 
healer for An- 
gela now. 
Until she 
came to, no 
one dared 
go forward 
or back- 
After all, 
Angela 's per- 
ception and 
climbing 
skills had 
gotten them 
this far. Hell 
Razor 
uowed to 
build up his own skills so this 
wouldn't happen again. (If 
they yot out of this mess 
alive!) 




TITLE: 


Wasteland 


SYSTEMS: 


Apple 11, G-64 [soon) 


# PLAYERS: 


Solitaire 


PRICE: 


£49.95 


DESIGNER: 


Alan Pavtlsh 


PUBLISHER: 


Electronic Arts 




San Maleo, CA 



Wasteland is Electronic 
Arts' new interactive roie play- 
ing game based on a pseudo Road Warrior fu- 
ture, set in the southwest deserts of a post- 
holocaust United States. The player directs a party 
of Desert Rangers, out to protect survivors and 
rebuild some semblance of society. While undergo- 
ing this often arduous task, you come upon 
several situations that hint at sinister goings' on 
that are beyond the scope of your original assign- 
ments. It's up to you to then follow the various 
leads to a fitting conclusion, or death. It's rough 
out there! Dozens of monsters, machines and 
criminals are just waiting to add a few scalps to 



their credit and it's been a while since you've been 
to the barber, hasn't it? 

You start the game with four pre-generated 
characters or create four characters of your own. 
Each character is rated for strength, intelligence, 
luck, speed, agility, dexterity, charisma, skill points, 
rank, constitution, money, sex and nationality. 
Each characteristic enables you to do certain 
things. 

Intelligence is the most important because it al- 
lows the characters to learn invaluable skills that 
are necessary to complete the various tasks in the 
game. Strength helps in opening closed doors, 
moving obstacles, hitting people, etc. Killing 
monsters gives you experience points as in most 
role playing games. At certain experience point 
levels you get promotions. Each promotional level 
gives you two intelligence points that can then be 
cashed in to gain skills and raise skill levels. For ex- 
ample, with two intelligence points you could add 
two skills such as assault rifle and picklock, or you 
could raise your skill levels on forgery or medical 
from two to three. This is the heart of the charac- 
ter generation system and having the proper mix 
of skills is absolutely necessary to overcome the 
many obstacles and problems in the game. The 
various other characteristics affect combat, 
negotiating ability, physical task solving, etc. The 
party of four the computer gives you initially is a 
well rounded group that I used to finish the game, 
but you have the ability to customize your own 
group if you like. 

Exploring dangerous catacombs was not 
Hell's idea of a good time, but being a 
Desert Ranger was not the safest of jobs in this 
post-holocaust world. Hell, along with Angela, 
Snake and Thrasher had volunteered to solve the 
mysterious deaths in the region and the trail led 
into a cyborg ambush hundreds of feet below the 
Las Vegas country club. Fortunately, Angela's Kev- 
lar vest had stopped the killer cyborg's spray of 
bullets from penetrating and killing her, but when 
she awoke she would be bruised and sore. If 
Thrasher's Clzi hadn't jammed on his first shot the 
party probably could have gotten by without 
much damage, but Snake's AK 47 stunned the 
metal monster long enough for Hell's well thrown 
grenade to finish it off. "There really is safety in 
numbers down here", thought Hell. This comfort- 
ing thought was quickly dispelled as the echoes 
of a Slicer/Dicer rang out up ahead. "Grab Angela 
and let's blow!", snapped Hell to no one in par- 
ticular. "I'll give back cover, Snake, take point. 
Let's move, now!" 

Each player-character can carry up to thirty items, 
including weapons, ammunition and armor. These 
can be bought, sold or traded as players see fit. 
Matching the proper tools with the proper skills is 
important. The ability to use assault rifles doesn't 
help much if you're using a submachinegun. The 
types of useable weapons cover a wide range. 
There are pistols, rockets, submachineguns, laser 
weapons, grenades and other modern weapons in 
your arsenal and they all come in handy. To finish 
the game your crew will probably be using some 




May 1988 



Page 29 



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heavy weapons. These don't come cheaply, in 
terms oF money or blood. 

mJamming his last clip into the NATO assault 
M »ri/Ie, Hell had a glimmering thought of how 
lovely the desert must be right now - hot, radioac- 
tive and full of mutant lizards. Maybe it wasn't so 
bad down here after alt! Just then. Hell heard 
Snake's cry of despair. Turning quickly, he saw a 
glittering hulk of metal towering over Snake, its 
laser tipped arms locking in on the ravaged 
party. As they scurried for couer. Hell heard the 
reassuring chatter of Thrasher's (Jzi. "(Jnjammed 
at last," Hell thought, moments before a stream of 
bullets threw him against the crumbled remains 
of the sewer wall. Darkness drowned out the 
party's cries and shouts as Hell drifted down into 
the first rest he'd had in weeks. 

This is a bloody game. You'll meet a wide variety 
of nasties out there, ranging from radiation rats to 
mutant metal monsters. Knowing when to gun 
and when to run will keep you alive, for a while. 

You'll also be interacting with many non-player 
characters. With the proper charisma or skills, you 
may even get some of them to join your party. 
There is room for three more in addition to your 
original four and there is safety in numbers in this 
game. Don't count on finding solitary monsters 
out there, they travel in packs and you should tool 

Once your party is assembled it's out into the 
great unwashed desert. The first community you 
visit should be Highpool, a nice quiet little com- 
munity that should get your party acquainted with 
the surrounding countryside and its inhabitants. 
There you'll pick up the first pieces of the puzzle. 
There are several courses open to you at all times 
and there is always more than one way around 
every puzzle in the game, so you're not locked in 
to any particular order oF missions, except in the 
broadest sense. You will need certain items to get 
to different stages of the game, but there are al- 
ways several ways to get what you need. It is a 
great feature that makes the game move swiftly. In 
fact, the 80-1 00 hours it takes to finish the game 
really do move along rapidly. I spent many nights 
awake until 1 :30 or 2:00 AM before grudgingly 
powering down to await the next day's session. 

Wasteland uses a paragraph system to flesh out 
the clues given by NPCs in the game. It really gives 
a nice depth to the plot. These paragraphs are 
printed in a booklet which is included with the 
game and they save plenty of disk space without 
sacrificing plot depth. It's a nice hybrid that you will 
probably be seeing in most games of this genre in 
the future. Also, if you decide to peek at the 
paragraphs out of order, there is a false subplot 
hidden in them that makes it very difficult to cheat. 
In fact, when finished, the paragraph book is 
"must" reading. 

I like the fact that there is no magic or food to 
deal with in this game! You don't have to scrounge 
around for food every twenty minutes and you 
need not spend time thumbing through a book of 
arcane magic to find the right spell to throw. 
Those features may add atmosphere to some 



games, but it is refreshing to play a game that con- 
centrates on being skillful enough to disarm an 
alarm, instead of putting monsters to sleep. 

If you like sophistication in your simulations, grab 
this one. Its ease of play, richness of plot, problem 
solving requirements, skill and task system, and 
graphic display all make this one of the best 
games I've ever played. It wins my vote for "Adven- 
ture Game of the Year." 

The desert really is quiet and peaceful at sun- 
set, reds and purple blend into a cool black, 
hiding death below the ground. 

Desert Ranger 
Survival 
Handbook: 

1 . Don't be in a hurry to waste 
everyone you meet. Some of those 
unruly looking characters can really 
help by joining your party, 

2. Always make sure you have 
plenty of ammo. When you run low, get more. 
AK47s are great weapons, but clubs are just as 
good if you're out of ammunition. 

3. Try to get your party to have all the skills be- 
tween them. You'll need almost all of them to 
solve the game. Also, you can never have too 
many members with medical skills. 

4. Practice makes perfect, if you try a skill that 
should work but it doesn't, keep trying. Eventually 
it will and your levels will go up with 
successful use. 

5. Write down everything anyone 
tells you. You'll need the clues they 
give to solve problems downline. 

6. When low on constitution, go 
into the deepest part of the desert 
to recover. No one will bother you 
out there while you're healing. Just 
be sure you have plenty of water 
with yo u I 

7. Be careful of diseases and radia- 
tion sickness. Doctors are expensive and your 
medical skills only work for wounds. Radiation suits 
are worth their weight in gold! 

8. Go everywhere, clues are hidden in the least 
likely spaces. 

9. Save the game often! It's easy to die and you'll 
be restored to your last save when the game res- 
tarts. ESack up your disks! The game writes to disk 
whenever you enter a new location, so keep that 
in account when venturing into unknown territory 
with a depleted party. 

1 0. Gse the print utility on the key disk to keep a 
list oF personnel and their skills. It makes it easy to 
quickly see who should be attempting various 
tasks. 





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Page 22 Computer Gaming World 




This month, 
Wasteland takes 
center stage as 
aduenturedom's four 
star rated innkeeper 
weaves her regular 
tale of mystery and 
suspense. 



Summer is sneaking up on us (the year 
does seem to be moving along, doesn't 
it?); time for those long, lazy days of com- 
puter gaming under the air conditioning. It 
gets pretty hot in the summertime (except, perhaps, 
around here), and where you're going, it's hotter yet 
... in fact, you might even say it's radioactive. 

Wasteland was reviewed in the last issue of CQW 
(May '88), so what we have here are tips to help you 
make it (more-or-less) safely through the dangers of 
post-nuclear catastrophe. 

The manual is quite vague about your assign- 
ment, simply saying that your team of Desert 
Rangers is being sent out to investigate disturban- 
ces in the desert. That could be almost anything, so 
it's best to be prepared for everything, including 
mutants, monsters, unfriendly people, voracious 
animals, death machines, and other things too hor- 
rible to contemplate (like radiation poisoning and 
sewer rot). 

You can start with the team of four that comes 

with the 
game, or 
create your 
own charac- 
ters. I made 
my own, but 
other people 
have finished 
with the 
originals, so 
do whichever 
pleases you. 
Either way, 
make sure as 
you go up in 
rank (which 
substitutes for 
level) to add a 
point now and 
I then to Intel- 
ligence. 

Skillful 
Recruiting 

What you're 
aiming for is 
to get everyone (including the MFC's in the party) 
up to an I Q of 23. There are some skills out there 
that the manual doesn't tell you about, and one or 
two of them are extremely important as you reach 
the latter half of the game. These skills do not show 
up in libraries unless the character actually has the 
necessary IQ. 

One problem with the listed skills is that some are 
not necessary at all, while others are useful only at 
one specific place (as far as I can tell). Metallurgy, 
for example, is pretty much a waste. I found only 
one spot where it does anything (geology would 
have made more sense in that instance), and not 
very much even then. 

The skills you absolutely want eveiyone to have 
are: clip pistol, submachine gun, rifle, assault rifle, 
anti-tank weapons, energy weapons, climbing, and 




swimming. Skills that two or three in the group 
should have are perception, demolition, medic (very 
important), and picklock. Beyond that, it's up to you 
what skills to take, although I never found a use for 
things like bureaucracy, sleight of hand, forgery, 
and gambling. 

There is one point in the game where swimming is 
extremely important, and this is based not only on 
your swimming skill, but also to some degree on 
the character's strength and agility. Make sure that 
these attributes are not too low for each person in 
the party. 

Many skills will go up over time as you use them, 
so it's generally not necessary to start out with more 
than the minimum ability in any particular skill, al- 
though you might want to put some extra points 
into Medic. 

Open Hostility 

Once you have your initial party set up, it's off to 
the great outdoors of the partly-irradiated deserts of 
Arizona and Nevada. Fortunately, you won't need to 
do any mapping; the outdoors is actually quite a 
small place, in spite of the distances you cover. The 
towns and such are also small, and no mapping is 
really needed there, either. 

You can pretty much expect that anything you run 
across in the outdoors is hostile, ready to rip you to 
shreds or blow your guts out, so don't hesitate to 
shoot first and ask questions later. You won't get 
any treasures from these encounters, but the per- 
son who gets in the killing hit will receive some ex- 
perience points. 

Indoors (towns and the like) are a bit different. 
Most of the inhabitants will be hostile, but not all of 
them. Several will give you information. Some can 
even be added to your party (good ones to have are 
Ace, Christina, Covenant, and Metal Maniac; since 
you can only add three, you'll have to make a 
choice somewhere along the line). 

You also need to be on the alert for clues con- 
tained in diaries, scraps of paper, scrawlings on 
walls, etc., so it pays to go over an area thoroughly. 
Most of the buildings in the towns are abandoned, 
however, so you needn't go over them with a fine- 
tooth comb. A few steps inside is usually all it takes 
to tell you whether or not the place is worth explor- 
ing. 

Your first stop is likely to be Highpool, followed by 
the Agricultural Center (while you can go to the 
towns in any order, they become progressively more 
difficult, so on your first tour it's best to do em in 
order). Highpool doesn't have too much of interest, 
but it's a good place to get some practice with the 
game, being relatively safe to walk around in. The 
Ag Center is another matter, and you probably 
won't want to spend much time there until you 
have some good weapons and armor. 

Mayor Problem 

So it's off to Quartz. Plenty of encounters here, 
and many opportunities to pick up some good stuff. 
Rescuing the mayor and his wife should be high on 



June 1988 



Page 23 



your list of things to do, although not the first thing, 
as there are a number of clues and hints to pick up 
on First. By the way, don't bother about the broken 
jeep outside town. While it can be fixed by Ace, 
you'U only have it for a short while, and driving is 
automatic (only takes you to certain places, whether 
you want to go there or not). 

There are at least two ways into the building where 
the Mayor is held, plus at least three ways of getting 
to his actual location, so the rescue itself, when 
you're ready, should not be much of a problem. 
With the mayor, his wife, and Ace in your merry 
band, as well as better weaponry and armor, you 
should be in pretty good shape to go back and 
clean out the Agricultural Center. 

With that taken care of, a jaunt over to Needles is 
next. Inhabited by a lot of weirdos, including a 
variety of Jerks (yep, that's what they're called) and 
a mysterious cult, this is not the healthiest place in 
the world. You can be sure that most people are 
out to get you, so get them first. Somewhere in 
Needles you'll run across Christina; don't make the 
mistake of killing her (this is a good place to dump 
the mayor's wife). 



Terror in the Temple 

The major activity in Needles will be snooping 
around the Temple of Blood. Be careful here; much 
of the area surrounding the Temple is radioactive 
{from time to time you may see radiation cannisters 
on the ground nearby.. ..DO NOT step on them, un- 
less everyone is in rad suits), although the interior is 
fairly safe . . . from radiation, anyway. 

There's a lower level to the Temple, which can be 
reached only by going across the giant chessboard 
pattern. This is essentially a matter of trial and error; 
no clues are available to help you find the safe path 
through it. Once you've made it across (and 
answered the question; you may want to map the 
path), be prepared for additional nastiness beyond 
and below. Bring lots of ammo with you. 

Also bring LOTS of ammo (and rockets, like LAW 
rockets and RPG-7's) with you to Las Vegas, home 
of the death machines. They're all over the place, 
and are extremely unpleasant to meet. Burning full 
clips {assault rifle clips) is about the only way to 
handle them (although grenades often work well 
onlesser devices, like Chopters and such), but save 
your rockets for the really mean machines, like the 
Scorpitron (no relation to yours truly!), and the Mark 
I, II, and III tanks. 

Before entering Las Vegas {1 recommend coming 
in from the NE corner of the city the First time), you 
might want to dump the Mayor so you'll have room 
for Covenant. Remember to take back everything 
the Mayor has first, as Covenant will not come with 
any weapons or armor. 

Of course there will also be the human element to 
deal with, but they are easy to dispose of, compared 
to the machines. Eventually you should make it to 
Faran Brygo (if the name sounds familiar, it is) and 
hear his little tale. 



Sewer Thing 

Soon after, you'll be taking a little pleasure trip 
through the city sewers. For this, make sure you 
bring even more than lots of ammo, plus as many 
rockets as you can get your hot little hands on: the 
sewers are a nasty place, infested by Cyborgs of all 
descriptions {none of them friendly). You'll also want 
rope and a pickax (the sewers, by the way, is where 
swimming skills are essential; be prepared For sewer 
rot). 

The best way to fight the Cyborgs is the same as 
with death machines: using full clips and rockets. As 
before, some of the Cyborgs are easier to kill than 
others (Tazels, for instance, are real wimps, and the 
Cybertrikes are pretty easy, too), so don't waste pre- 
cious rockets on them. Just spray 'em with hot lead 
and keep moving. 

While there are a lot of 
random Cyborgs wandering 
around down below, some 
of them are Fixed in one 
place. These are the ones 
that will give you loot after 
being defeated. Among the 
loot from various en- 
counters you'll come across 
odd things like servomotors, 
rorn boards, power con- 
verters, and the like. Make 
sure you take all of these items with you, as they are 
extremely important. 

Now, you'll probably want to investigate the 
Sleeper Base, which does not appear until after 
you've successfully completed the sewers. It's a pret- 
ty safe place; aside from a couple of mechanical 
guards, there are no monsters or machines wander- 
ing around inside it. 

There are some neat things in the place, including 
a couple of vaults that hold some very good stuff. 
One vault you won't be able to open right away (the 
one with the blue barrier inside it), so leave that 
alone for awhile. The other one, which contains the 
more mundane items, should not be much of a 
problem for you, and makes for a nice personal ar- 
senal. 



Devolution in Darwin 

Around about now you may want to visit the town 
of Darwin {if you haven't come across it before). 
The one thing you have to keep in mind is that you 
should always approach Darwin from the north, as it 
is surrounded on the other three sides by radioac- 
tive cannisters {which are sometimes visible, and 
sometimes not). 

liarwin itself isn't all that interesting a place (al- 
though the black market there sells a few rockets), 
but it will lead you to another area that is much 
more important where you can obtain what you 
need to open up the second vault at Sleeper Base. 
Just watch out for the Humungous Coyote (he's a 
mean onel). 

(Continued on page 53) 




June 1988 



Page 53 



— — 



(Continued from page 23) 

When you're done with that, you should be about 
ready for the Citadel. It is never made entirely clear 
as to why it's necessary to assault this place, as 
there is nothing to indicate that the Guardians are 
particularly evil (strange, yes). However, they too 
have a vault, with some very good armor in it, and 
you'll be needing that armor For the end game (boy, 
will you need itl). Rockets and energy weapons will 
be most helpful in dealing with the Citadel denizens. 
Don't forget to poke around the other places in the 
Citadel; you might find a few interesting items. 

You'U want as many power packs as you can pos- 
sibly carry for your journey through the end game, 
and these are not for sale anywhere, so don't waste 
'em. Use regular weapons (Ozis, assault rifles, etc) 
for the piddling monsters in the desert or towns. 
Stocking up on rockets is another good Idea, and 
you'll probably want to bring along some plastic ex- 
plosives for contrary doors, as well as a rad suit or 
two. 



The final base (once you get inside) may not i 
to have much, but as we all know, looks can be 
deceiving. A perceptive person might just discover 
asecret or two that will lead you onwards to destiny 
or something. At the penultimate moment, remem- 
ber that there's a reason for that disband command 
and 1 hope you can run fast Grin! 



Write On! 

One more thing: while the game writes often to 
disk, and there are many one-time items, almost 
nothing is truly irrevocable. If you make a mistake 
on disks 2, 3, or 4, you can always create a new 
copy and try again (there is really no reason why 
anyone should have to restart the game). The only 
time you can run into trouble is if you make a mis- 
take on disk 1 . 

Then you might have problems, so it's good prac- 
tice to backup disk 1 every so often. This can be 
done easily (for you Apple owners) with good old 
COPYA. While this isn't able to make a new disk 
(you have to use the utility that comes with the 
game), it works perfectly in creating backups of exist- 
ing play disks. 

Well (peeking at the invisible clock), I see that it's 
about that time again. Remember if you need help 
with an adventure game, you can reach me in the 
following ways: 

On The Source: send SMail to ST1030. On Del- 
phi: Visit the GameSIG (under the Groups and 
Clubs menu). On GEnie: Stop by the Games 
Roundtable (type: Scorpia to reach the Games RT). 
By US Mail (those living in the United States must 
enclose a self-addressed, stamped envelope if they 
want a reply): Scorpia, PO Box 338, Grade Station, 
Mew York, MY 10028. 

Copyright 1 988 by Scorpia, all rights reserved. 




®use®¥(i(a sstM<^ $g«g?a 




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Circle Reader Service #45 



Page 36 



Computer Gaming World 



Well, it's August, and Fred 
is off at the annual Grues 
Convention being held (as 
usual) in the Dark Room of Colossal 
Cave. I under- 
stand that this 



back issues, or copies of articles 
that appeared in previous issues, of 
CGW. You have to write directly to 
the CGW address to order back is- 



year they're going 
to try and get 
Daylight Savings 
Time repealed 
(grin). Anyhow, 
with Fred away 
and the dog days 
of summer upon 
us, this is a good 
time to trek into 
the cool back 
room and peek 
into the (overflow- 
ing) mailbag. 

Before we get to 
the letters, 
though, I'd like to 
remind everyone 
that it really is 
necessary, if you 
live in the United 
States, to enclose 
a self-addressed, 
stamped envelope 
with your ques- 
tions. Otherwise, 
you aren't going 
to get a reply (a 
SASE is not 
necessary if you 
live outside the 
(AS). 

Also, I really do 
try to get a reply 
out the day after I 
receive a letter, 
and usually can 
manage that. 
However, mail ser- 
vice has been very 
erratic lately. 
Sometimes a let- 
ter can take as 
much as a week 
or more to reach 

me, when another letter from some- 
one else in the same state (or even 
city) will arrive in my box in only a 
couple of days. I have never figured 
out why this is so, but it is. So when 
you write, keep in mind that a 
response could be delayed by the 
vagaries of the CIS Postal Service. 
Finally, I am not able to provide 



Scorpion's Mail 




sues (copies of individual articles are 
not generally available). Check the 
listing of back issues before order- 
ing anything. Some back numbers 
become sold out and if the issue 
you want is not listed, it is no longer 
available (photocopies of articles 
from out of print issues run $ 1 .00 
each). Now, on to the games! 



Wasteland (clues carefully ir- 
radiated over a glowing atomic pile): 
A number of people are having 
some problems with opening the 
cylinders at Base 
Cochise. What is 
needed here are 
some keys (NOT 
sec passes); if you 
don't have one for 
each cylinder, it's 
very likely that you 
missed something 
at the Citadel. Go 
over each room 
thoroughly. Also, 
there is a pattern 
involved here, 
which can be 
figured out only 
by trial and error. 

Bard's Tale I 

(answers served 
"on the rocks"): 
Some folks are 
being puzzled by 
the "one of cold" 
riddle in 

Kylearan's Tower. 
This one is actual- 
ly simple to 
answer, if you've 
paid enough 
money to the bar- 
tenders at the 
taverns. 

Bard's Tale 111 

(hints displayed 
on a bed of 
"iceberg" lettuce): 
The Ice Keep in 
Gelidia seems to 
be a popular 
problem these 
days, specifically 
getting past the 
wards of the three 
towers. If you 
don't mind freez- 
ing a bit (or even 
if you do), wander 
around the outdoors until you locate 
the hut. Inside you will find some- 
thing to put you on the track of the 
solution. Don't overlook the phrases 
by the wards, and keep your manual 
handy (you'll be referring to it often). 

Beyond Zork (silken solutions 
with a dash of color): Caterpillars 



Game Hints 



Summer is behind us at last, 
and what a long, hot summer 
It was; hardly any new games 
came out (sigh). Even Fred was 
depressed. Now, we can look for- 
ward to all the new releases coming 
out for Christmas (yeah!). While 
we're waiting for these goodies to ar- 
rive, let's take a trip to the back 
room and see what the mailbag has 
to say about current favorites. 



Wasteland 

I've been getting a lot of mail on 
this one lately, and several questions 
have been showing up with great fre- 
quency, many people are having a 
great deal of trouble reaching the 
door located in the teleport room {in 
Finster's brain). This one Isn't so 
much hard as tricky. You can think 
your way out of this one, but only 
after you've been trapped. Another 
popular question concerns the night 
terror. A lot of folks have been wast- 
ing precious ammo on him. He real- 
ly is indestructible, so just leave him 
alone. Finally, there is the problem 
of servo motors when repairing Max. 
A number of people have reported 
needing more motors than they can 
find. Not everyone has this problem, 
but the easiest way around it is to 
make a new disk 3 and try again. If 
that doesn't work, make a couple 
more and collect as many servo 
motors as you can. Eventually, you 
will put enough into Max to make 
him work (and if Max isn't fixed, you 
can't get to the endgame, so you 
really have to do it). 



Ultima IV 

Many people do not realize the im- 
portance of having a complete party 
of eight when going into the Abyss. 
Without a full party, you won't be 
able to complete the game. I've had 
several people write to me about 
being denied entry at the Codex 
Door, and that is the reason why. Un- 
less you have all eight (including 
yourself, of course), the game won't 
let you in. In fact, note that all eight 
must be alive (corpses don't count!). 

October 1988 
- Circle Reader Service #33 



Which also brings up the matter of 
the shepherd, who some folks have 
found to be ^^^ ^^^^^^m 

rather elusive. 
Remember that 
each town repre- 
sents one of the 
attributes, and 
thus provides 
one member of 
the party (don't 
forget to include 
yourself there!). If 
you think about 
it, you'll realize 
there is only one 
place the 
shepherd can 
be, and that's 
where to look . . 
. you just have to 
look very careful- 

ly. 



Scorpion's 
Mail 



Clltima V 

After mention- 
ing in a previous 
Mail that it's bad 
to take crops 
from the fields, 
I've been receiv- 
ing letters asking 
if it's ok to take 
the crops from 
lolo's field. The 
answer to that 
one is "No!." 
Even though bio 
may be in your 
party, you still 
can't take the 
food. This may 
not be logical, 
but that's the 
way it is. Also, 
people have 
been looking in 
vain for an air- 
ship (balloon) 
and/or a ship's 
wheel. Despite 
the fact that 
these objects are 
mentioned, they are not in the 
game. IF you've been trying to find 
them, forget about them and go on 
to more important things. 

(Continued on page 24) 




iDarriorB of Destum 



&ue*»tof the Avatar. 





Page 21 



It's the 1990s. WWW has begun. You 
command an attack submarine wolf- 
pack. Your task: penetrate the Soviet 
bastion: detect and destroy Soviet 
strategic reserves — SSBNs. 




■ Zooming, 
scrolling 
battle maps 
get you close 
to the action. 



■ Easy pointer interface gets you 
playing fast. Dropdown menus 
and popup command boxes give 
you maximum control. 

■ No complicated phased turns. 
Play in real timeor compress it as 
much as 60 times. When the 
action gets hectic, unique Pulse 
Time Mode lets youslowitdown. 

■ Modern submarine warfare 
simulated in detail. Each US, UK 
or Soviet sub carries accurately 
modeled weapons and sensors. 

For Atari ST with colormonitororlBM 
with Hercules, CGA or EGA graphics. 
Runs with Digital Research GEM/3 
system software. Mouse optional. 

Price: $39.95 includes shipping. NY 
add 7.5%. For fast delivery/ info call 

* 1-800-243-0345 

Lyric Software, Inc. 

6 Beach Plum Drive 
Northport, NY 11768 



t. 




Game of the Year Awards 



Game of the Year 
Awards 



On September 3, 1988, Computer 
Gaming World presented the Computer 
Gaming World 
Game of the Year 
Awards at the Los 
Angeles Airport 
Hyatt Hotel during 
the Gateway 1988 
gaming conven- 
tion. Editor, 
Founder, and 
Publisher Russell 
Sipe was the 
Master of 
Ceremonies and 

the program began with an audio-visual 
stroll down CGWs memory lane. Then, 
some candid shots of the staff and work 
environment at the 
magazine's offices were 
shown. After these brief 
presentations, the 
nominees for Adven- 
ture Game or the 
Year were presented: 
Electronic Arts for 
Bard's Tale III: The 
Thier of Fate— Bill 
Heineman, Michael A. 
Stackpole, and Bruce 
Schlickbernd (desig- 
ners), Todd J. Camasta 
(graphics), Kurt Heiden 
(music), Brian Far^- 
(executive produ.. t or Interplay Produc- 
tions), and Dave Albert (producer for 
Electronic Arts), 
Infocom for Beyond 
Zork— Brian Moriarity 
(designer). 

Origin Systems for Ul- 
tima V: Warriors of 
Destiny— Richard "Lord 
British" Garriott 
(designer). 

Electronic Arts for Was- 
teland-Alan Pavlish, 
Michael A. Stackpole, 
Brian Fargo, and Ken 
St. Andre (designers), 
Todd J. Camasta 
(graphics), Elizabeth T. 
Danforth (additional maps), Brian Fargo 
(executive producer for Interplay Produc- 
tions), and Dave Albert (producer for 
Electronic Arts). 

Sir-Tech Software for Wizardry IV: The 
Return of Werdna— Andrew Greenberg, 



Robert Woodhead, and Roe R. Adams III 
(designers). 

And the WIN- 
NER of CGWs Ad- 
venture Game of 
the Year is: 



Michael Stackpole smiles as Russell Sips 
presents the award tor Wasteland to 
Brian Fargo and Alan Pavlish. 



Scott Watson of Microprose's coin-op 
division accepts the award for Pirates, 



Wayne Holder, President of FTL, accepts 
the special award (or Dungeon Master. 



Electronic Arts for 
Wasteland— (Ed: 
Wasteland offers in- 
teresting en- 
counters via in- 
visible attribut 
checks, one of the 
cleverest uses to 
date of skill-based character growth, 
and an intriguing storyline.] 
Next, nominees for Action Game of 
the Year were 
presented: 

Spectrum Holobyte for 
Falcon — Gilman Louie 
and Mark Johnson 
(designers), Bob Cos- 
ton, Gilman Louie, 
Jody Sather, Jeffrey 
Stokol, and Mark 
Johnson (graphics), 
with Ed Bog as (music), 
Sublogic for Jet 
(68000 versions)— Char- 
les Guy (original desig- 
ner), Chris Green 
(68000 versions), and Bruce Artwick (ex- 
ecutive producer for Sublogic). 
Microprose for Pirates — Sid Meier and 
Arnold Hendrick (desig- 
ners), with Michael 
Haire (graphics). 
Microprose for Stealth 
Fighter — Jim Synoski 
and Arnold Hendrick 
(designers), Michael 
Haire and Michele 
Mahan (graphics), Ken 
Lag ace (music and 
sound), and Ed Bever 
(scenario development). 
Cinemaware for The 
Three Stooges — John 
Cutter, Bill Zielinski, 
Timothy Skelly, and 
David Thiel (designers), Richard Ditton 
{video compression), Larry Garner 
(sound compression), and Phyllis and 
Robert Jacob (executive producers). 

(Continued on page 35) 



November 1988 

« Circle Reader Service #68 



Circle Reader Service #25 



Game Ratings Chart 



Both CGW's overall Game of the Year, "Empire," and 
Adventure Game of the Year, "Wasteland," strengthened 
their position at the top of their respective ratings lists by 
slightly improving their score. In the only real movement 
in the Action/Adventure Top Ten, "Stealth Fighter" and 
"Falcon" looped around each other in their continuing 



Strategy Top 50 



Name 


Mfg 


Machine Tms 


Avg 


Rating 








Rtd 


Rsp 




Empire 


Intstel 


Many 


9 


41 


7.80 


Earl Weaver Bsball 


EA 


Am,l 


10 


43 


7.33 


Breach 


Omtrnd 


Many 


7 


48 


7.11 


Rommel: Battles 


SSG 


A,C 


1 


20 


7.07 


Silent Service 


MicPr 


Many 


7 


102 


7.07 


Under Fire 


AH 


Ap 


7 


23 


7.07 


3-in-l Football 


Hafner 


Many 


2 


20 


7.05 


Strike Fleet 


EA 


A,C 


5 


43 


7.05 


Carrier Force 


SSI 


L.,Ap,At 


D 


108 


7.04 


War In OO. raC. 




Ap,C 


5 


£.3 


"7 riA 

( ,U4 


Crusade in Europe 


MicPr 


Many 


10 


58 


7.03 


Decision in Desert 


MicPr 


Many 


10 


35 


7.03 


Flight Sim II 


SubLg 


Many 


6 


84 


7.03 


Anc Art War Sea 


Brdrbd 


1 


3 


26 


7.01 


Battle of Antietam 


SSI 


Many 


12 


41 


7.01 


Europe Ablaze 


SSG 


C,Ap 


9 


32 


7.01 


Reach for Stars 


SSG 


Many 


7 


45 


7.01 


Seven Cities of Gold 


EA 


Many 


10 


118 


7.00 


Ancient Art of War 


Brodr 


1 M 


1 u 


39 


6.99 




AUK 


l,M 


6 




fi. QQ 

o.yy 


Russia 


SSG 


Ap,C 


11 


32 


6.98 


Battlegroup 


SSI 


C,Ap 


4 


35 


6.95 


Defender Crown 


MstDsg 


Many 


8 


51 


6.95 


Rebel Charge 


SSI 


Many 


8 


28 


6.94 


Lords of Conquest 


EA 


Many 


3 


42 


6.93 


Field of Fire 


SSI 


Ap,C,At 


5 


67 


6.92 


U.SAA.F. 


SSI 


C,Ap,At 


2 


26 


6.92 


Halls Montezuma 


SSG 


C,Ap 


4 


26 


6.91 


Battlefront 


SSG 


Ap.C 


8 


34 


6.89 


Micro Lg Baseball 


MicLg 


Many 


5 


72 


6.88 


Star Fleet 1 


Intstel 


Many 


7 


50 


6.84 


Shiloh: Grant's 


SSI 


Ap.CJ 


5 


26 


6.83 


Roadwar 2000 


SSI 


Many 


3 


34 


6.80 


Computer Ambush 


SSI 


Many 


6 


49 


6.78 


Panzer Strike 


SSI 


Ap,C 


4 


28 


6.78 


Computer Baseball 


SSI 


All 


8 


37 


6.77 


Gato 


SpHb 


Many 


3 


79 


6.77 


Gulf Strike 


AH 


Many 


4 


33 


6.75 


Dec. Battles ACW 


SSG 


A,C 


2 


20 


6.74 


Geopolitique 1 990 


Th.Mt. 


Ap,C 


3 


29 


6.73 


Balance of Power 


Mndscp 


Many 


5 


37 


6.98 


No. Atlantic '86 


SSI 


Ap,M 


2 


72 


6.65 


Conflict in Viet 


■MicPr 


Many 


5 


21 


6.63 


Battlecruiser 


SSI 


Ap,At,C 


3 


29 


6.61 


Knights of Desert 


SSI 


Many 


5 


63 


6.61 


U.M.S. 


Rnbrd 


STJ 


3 


31 


6.61 


Chickamauga 


GDW 


At,C 


2 


26 


6.60 


Warship 


SSI 


Many 


4 


44 


6.57 


Fifth Eskadra 


SimCan 


Many 


2 


20 


6.53 


Norway 1985 


SSI 


Ap,C 


4 


16 


6.48 



dogfight over fifth position. 

Except for the continual downward slide of older titles, 
the Strategy list seems firmly entrenched. "Rommel: Bat- 
tles for North Africa" is the only fresh title in the top 20, 
but that could change when "Red Storm Rising" is rated 
and "Battles of Napoleon" is finally released. 



Adventure/Action Top 50 



Name 


Mfg Machine 


Tms 
Rtd 


Avg 
Rsp 


Rating 


Wasteland 


EA 


A,C 


5 


48 


7.97 


Dungeon Master 


FTL 


ST 


6 


41 


7.84 


Ultima V 


Origin 


Ap,l 


4 


48 


7.73 


Pirates 


MicPr 


Many 


11 


52 


7.66 


Bard's Tale 111 


EA 


A, C 


4 


44 


7.49 


Stealth Fighter 


MicPr 


C 


9 


23 


7.42 


Falcon 


SpHolo 


l,M 


6 


25 


7.40 


Faery Tale Adv. 


Micrill 


Many 


7 


33 


7.29 


Three Stooges 


Cnmwre 


Am,C 


4 


31 


7.19 


Shadowgate 


Mindsc 


Am, I 


1 


jO 


(Ah 


Bard's Tale II 


EA 


Many 


12 


55 


7.13 


Phantasie 


SSI 


Many 


10 


68 


7.13 


Spellbreaker 


Infcm 


Many 


5 


24 


7.09 


Zork Series 


Infcm 


Many 


7 


122 


7.09 


Archon 1 


EA 


Many 


12 


96 


7.08 


Legacy of Llygamyn 


SirTc 


Ap,l 


9 


52 


7.08 


Pinball Const. Set 


EA 


Many 


4 


47 


7.08 


Lode Runner 


EA 


Many 


6 


60 


7.07 


Phantasie II 


SSI 


Many 


6 


36 


7.07 


^uesiron 


SSI 


C,Ap,At 





on 
yu 




Sorcerer 


Infcm 


Many 


5 


58 


7.07 


Wizard's Crown 


SSI 


Many 


11 


58 


7.06 


Legacy Ancients 


TA 


Ap,C 


4 


46 


7.05 


Wings of Fury 


Brdbnd 


A 


2 


20 


7.05 


Enchanter 


ii 1 1 ■. . 1 1 1 




4 


45 


7.02 


Police Quest 




1 M IIGS 


5 


26 


7.02 


Eternal Dagger 


SSI 


Ap,At,C 


3 


28 


7.00 


One on One 


EA 


Many 


8 


75 


7.00 


Ultima II 


Orign 


Ap 


8 


61 


7.00 


Leather Goddesses 


Inf 


Many 


2 


31 


6.98 


Airborne Ranger 


MicPr 


C,l 


6 


24 


6.97 


Ultima 1 


Orign 


Ap,C 


2 


48 


6.96 


Auto Duel 


Orign 


Many 


2 


65 


6.95 


Deadline 


Infcm 


ApAM 


3 


44 


6.94 


King's Quest II 


Sierra 


Many 


3 


20 


6.88 


World Class Ldr Bd 


Access 


Am,C 


4 


20 


6.88 


Return to Atlantis 


EA 


Am 


2 


23 


6.87 


\ litchhiker's Guide 


Infcm 


Many 


4 


108 


6.86 


Planetfall 


Infcm 


Many 


3 


51 


6.86 


Beyond Zork 


Infcm 


Many 


2 


30 


6.80 


Summer Games 


Epyx 


Many 


2 


35 


6.79 


Wis hb ringer 


Infcm 


Many 


3 


36 


6,79 


Chopliftcr 


Brdrbnd 


Ap,C 


6 


70 


6.78 


Racing Dest Set 


EA 


C,At 


3 


49 


6.78 


Phantasie III 


SSI 


Many 


2 


26 


6.76 


Demon Stalkers 


EA 


C 


2 


20 


6.76 


Hardball! 


Accld 


Many 


8 


43 


6.73 


C. Yeager's AFT 


EA 


Many 


2 


36 


6.72 


Marble Madness 


EA 


Many 


2 


20 


6.71 


Return of Werdna 


SirTc 


Many 


5 


21 


6.66 



Page 64 



Nouember 1988 #53 



Computer Gaming World 
Circle Reader Service #95 » 



(Continued from page 2 1) 



Scorpion's Mail 



some of those who have gotten far along 
have complained that their energy levels 
are too low to perform certain important 
tasks. Be kind to animals, even hostile 
ones. Look at them sometimes; they can 
use a little help. 

Wasteland 

I have been advised by a couple of 
readers that it is possible to kill the Might 
Terror, if you keep at it long enough, 
especially with a Proton Axe (which re- 
quires no ammunition). There isn't any 
reason to do this, but if you're feeling 
especially hostile, go ahead (grin). The 
helicopter is only good for one ride, and 
you need a high agility to train for it. 
Since you can walk to anyplace the 
helicopter can take you, you may want to 
skip it entirely. Finally, you will not be 
able to get into Darwin Base until after 
you have been in Sleeper Base (which in 
turn means having successfully gone 
through the sewers). 



Ultima V 

Food is a problem for many, especially 
now that almost everyone knows it's bad 
to steal crops from the fields (including 
lolo's). Unfortunately, there isn't any 
secret method for making money quickly. 
The best thing to do is keep your party 
small at the start (no more than four), sell 
everything you don't really need, pray for 
trolls under bridges (heh), roam around a 
lot at night (when chances of encounters 
are better), and always have the most in- 
telligent person in the party do your 
buying and selling, to get the best prices. 
On another matter, a number of people, 
especially those who have not played IV, 
are having a hard time finding dungeons 
(which are not marked on the maps). 
They're all in the mountains; look for a lit- 
tle pile of boulders, which marks the 
entrance (the words to open them, how- 
ever, you'll have to learn on your own). 

Wizardry V 

There are several locked doors on the 
first level. All but two (the silver door and 
the bronze door) can be opened eventual- 
ly by either lock picking or the Desto spell. 
If these aren't working for you, wait 




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Circle Reader Service # 3 1 



MINDCRAFT SOFTWARE IS LOOKING FOR 

PROGRAMMERS 

If you can program 8088 family and/or 6502 family computers, have an 
interest in developing game software, and can handle a job which is 
actually FUN, then you must check us out! We are looking for 
programmers to join us in our mission to create the best source of 
computer games for years to come. 

To learn more about Mindcraft, contact us hy sending us your resume, 
or call us at (213) 320-5214. 

MINDCRAFT SOFTWARE, INC. 
2341 205TH Street, Suite 102 
Torrance, CA 90501 



awhile and try again when your party has 
gone up a level or two. Gnless a door 
has some special description to it (aside 
from being locked), you can usually get it 
open without needing a special item. 

Demon's Winter 

I have heard from Craig Roth, author of 
the game, that the problem with the 
orb/crystal has been fixed. It is now impos- 
sible to get the orb before you have the 
crystal (which will save the lives of many a 
party). Also, he tells me that, although 
this is not mentioned in the manual (left 
out by accident?), you can erase charac- 
ters you don't want during their creation 
by simply hitting return at the name 
prompt (wish I'd know about this one a 
lot sooner!). This will help you avoid 
having to save and then delete unwanted 
characters. Thanks for the info, Craig. 

Hmm . . . seems we've reached the bot- 
tom of the bag In the meantime, if you 
need help with an adventure game (I'm 
not too helpful with arcade games, as I 
don't play many of them), you can reach 
me in the following ways: 

On Delphi: visit the GameSIQ (under 
the Groups and Clubs menu). On GEnie: 
Stop by the Games RoundTable (type: 
Scorpia to reach the Games RT). On The 
Source: send SMail to ST1030. By CIS 
Mail (include a self-addressed stamped en- 
velope if you live in the United States and 
expect an answer): Scorpia, PO Box 338, 
Gracie Station, New York, NY 10028. 

Gntil next time, happy adventuring! 

Copyright 1989 by Scorpia, all rights 
reserved. 

CQW 



& -fr -fr 0t it tV TV tV 

SI 1 ST0 it l£ KL 

nil n ¥ W !„ PHI ffl Lit 



APPLE, IBM 




Page 24 



Circle Reader Serv/ce #32 



SEND S A S E OR CAu »-'OR DETAILS 

GENERAL QUARTERS SOFTWARE 

P.O. BOX 1429 
TORRANCE. CA 90505 
(213) 547-0597 

O'rcte Reader Service #33 

Computer Gaming World 



Industry News 



Don't you just hate long lines? So 
do I. Still, that's where I was. Wait- 
ing in a 90 minute line to see 
Disneyland's most popular attraction, 
Star fours. I was just about to go crazy 
when 1 flashed on something other than 
my own discomfort. A familiar Japanese 
name caught my ear over the familiar 
strains of C-3PO's worried remonstrations 
toward R2-D2. The name was Kyodai 
the joint venture between Broderbund 
and eleven Japanese partners. As imagi- 
nary travelogues about 
fictional outer space des- 
tinations played on the 
overhead screens, I over- 
heard a conversation 
about two Kyodai 
releases I hadn't heard 
about before. 

It seems that the next 
wave of imports {after 
the three mentioned in 
the WCES report in 
CGW #56) will include a 
C-64 arcade game en- 
titled Babylon and a 
graphic text adventure 
for the IBM to be known 
as Murder Club, The ar- 
cade game will utilize a 
simple adventure format with a side-view 
like coin-op action games and provide a 
choice of four different soundtracks. They 
hope to appeal to a younger audience 
than most action-adventure games. 

— j wuuld ~hawilsten g d lon g e rexcepff 

was startled as the line progressed past a 
"droid" welding a portion of our imaginary 
starship and the noise of the tools 
caused me to briefly suspend my disbelief 
about waiting in an alien starport. Those 
repairs jogged my memory regarding a 
recent conversation I had with Gary 
Grigsby, SSI's prolific wargame designer. 
1 was trying to find out Gary's current 
project and he told me he had just com- 
pleted reprog ramming a custom version 
of Typhoon of Steel for a customer who 
wanted the "Banzai" routine removed 
from the game and was willing to pay 
$1 50 for it. His story reminded me of the 
recurring rumor that Mark Baldwin was 
working on a special "Jerry Pournelle" ver- 
sion of Empire where fighters can safely 
overfly armies. Wonder how I could get 
that version? 

The line continued to wind through 
enough atmospheric scenery to help us 
let down our mental guards and almost 
believe we were awaiting an actual space 
flight. We entered the "vehicle" and took 
off on a simulated flight that was like 
riding a rollercoaster after being force-fed 
amphetamines. Even though we knew 
we weren't flying, there were plenty of mo- 
ments when it was difficult to be sure. I 
can't wait until flight simulators are this 

March 1989 
« Circle Reader Service #22 



convincing, but each release seems to 
get closer. In fact, Velocity Software (an 
affiliated label of Broderbund who recent- 
ly published Jetflghter) is expected to sup- 
port formation flying (e.g. "Blue Angels" 
or Thunderbirds" style acrobatics) in fu- 
ture releases. Speaking of Velocity 
Software, there are persistent rumors 
that a more significant "marriage" be- 
tween affiliate and distributor may be in 
the offing. 




After the Star 
Tours experience, 
the Tomorrowland 
Jets just weren't the same. Of course, it 
takes variety to make a successful amuse- 
ment park^nd^^sarne_prmdpje a p^Nes_ 



to software publishers. Microprose 
seems poised to accomplish this with its 
Medalist International program. They 
just signed French publisher Loriclels to 
the Medalist program and will publish 
U.S. versions of the arcade games, Al- 
bedo and Mach 3 {with their excellent 
animation and sound on the Amiga and 
ST versions), as well as the popular ac- 
tion-adventure, Sapiens, The company 
also plans to launch their new Microplay 
label. These products will be published 
under Microprose direction, but will not 
actually be programmed by Microprose 
Labs, the in-house design team. The first 
Microplay titles are expected to be 
Destroyer Escort and Microplay Soccer. 

Next, we rode through It's A Small 
World, One of my worst nightmares is 
getting stuck in the middle of that ride 
with that incessant soundtrack ringing in 
my ears. Apparently that same nightmare 
was in the mind of a British tourist in our 
boat. She thought those marionettes 
were really freaky and reminded her of a 
new game to be released by Rainbird. 
Entitled Weird Dreams, the arcade game 
will feature nightmare sequences like 
battling roast chickens and other od- 
dities. Encouraged by meeting a fellow 
software aficionado, I asked her if she 



was aware of Psygnosls' Baal (a battle 
against the Canaanite god of evil with 
Obllterator style graphics) and Ballistix, a 
wild and crazy pinball game with incredib- 
ly fast play. She seemed rather knocked 
out by them. 

As a software reviewer, though, there is 
one attraction at Disneyland that makes 
me extremely uncomfortable. I mean, 
"Yo, ho, ho, ho, a pirate's life for me!" is 
not a happy theme for someone who 
depends on the software in- 
dustry for his living. Neverthe- 
less, we joined those "Pirates of 
the Caribbean" on their regular 
fun cruise. Then, as we cruised 
past the "Blue Bayou Res- 
taurant, r I noticed a program- 
mer who works with several 
software publishers. I couldn't 
wait to get back from the "Bar- 
bary Coas t" to eavesdrop on 
him. He said that SSI is hard at 
work on the Pool of Radiance 
sequel. Watch for Curse of the 
Azure Bonds during the latter 
half of the year. He also 
revealed that Westwood As- 
sociates, the developers of Bat- 
tletech for Infocom, is working 
on a new game in that style. 
Tentatively titled Hawks On The 
Edge, it is expected to be more 
challenging than their first Bat- 
tleteeh game. In fact, 1 was just sneaking 
out of the restaurant with my little 
-notebook jb Jjand^henJ iie^iMEL£ay_ 



that FTL Software is projecting a first 
quarter 1 990 release of the Dungeon 
Master sequel. Entitled Chaos Strikes 
Back, the Amiga, ST, and IBM versions 
will have priority over other machines. 

1 didn't get out in time, though, and the 
programmer caught up with me in the 
"Haunted Mansion." It's a little spooky to 
have an acquaintance pound on the 
back of your ghostly carriage, call you by 
name, and tell you that Scorpia's 
February hint on Wasteland was incor- 
rect. According to this fellow, taking the 
helicopter wipes out the set encounters 
outside Base Cochise. "Just think how 
many readers could have avoided those 
heavy duty robots!" he chided me. Then, 
he went on to tell me that he had heard 
about that as yet untitled Koet game we 
reported on in CGW #56. The Chinese 
folk tale it's based on is called "The Tale 
of the Willow and the Pond" and is essen- 
tially a Chinese Robin Hood tale. It might 
be called Romance of the Three 
Kingdoms II in the CJ.S. 

This issue's rumors involve British 
games, French games, and Japanese 
games in addition to U.S. games. 1 guess 
it really is a small world after all. CGW 

Page 11 



Game Hints 




Scorpion's Mail 




Page 24 




Every other issue, Scorpia leaues the 
common room at that famous tauem of 
the mind, "Scorpion's Tale,' and 
answers the mail delivered to the back 
room. 



Warning: There are specific hints 
about popular adventure games lo- 
cated in this vicinity. 

It's time once again to look into the old 
mailbag sitting here in the back room of 
the Tale. "Old" is certainly the word for it; 
mail service, sorry to say, continues to be 
erratic, not to mention slow. So, my 
apologies for late responses; there isn't 
anything I can really do about it (except 
complain, alas). Id also like to remind 
folks that I only answer specific questions 
on games; I don't provide hint sheets or 
maps. Mow, let's see what we have in the 
bag today. 

Manhunter 

A fair number of letters have come in 
about this game; it seems to be catching 
on. Aside from complaints about punks 
in alleyways, a major problem appears to 
be finding the fourth module. This can't 
be done until you've worked out "the" 
name and entered it into MAD. That will 
lead you to the computer, which is more 
than just a pretty face (grin). 



King's Quest IV 

Lots of trouble here with getting safely 
out of the ogre's hut. I wish I had some 
special method to tell you about that, but 
it seems to be a random thing and all 
you can do is keep trying (frustrating as 
that may be) until you get out. I have 
heard that those with the faster PC's 
don't have as much trouble as others, so 
it may be related to clock timing in some 
way. In any case, don't give up hope, 
you'll do it eventually. On another matter, 
your shovel can be used only five times. 
Make sure you're digging in the right 
places. Once the shovel breaks, you 
won't find another one, so read before 
you dig. 

Wasteland 

People have been asking about the 
password to enter Savage Village. 1 never 
found it myself and took the direct way of 
getting in, namely blowing up the wall 
with explosives. A great time-saver, al- 
though you can't do this everywhere. The 
door of the club in Meedles, for instance, 
is quite secure, and you do need a 
password to get in, although I didn't find 
anything of interest when I had managed 
that. For those of you being washed 
away in the sewers, there is an easier way 
to get across. You can use a rope, if you 
stand in the right spot. Just keep trying 
at different locations along the river of 
sewage and it will work sooner or later. 

Leisure Suit Larry II 

The KGB agents on the beach and at 
the airport have been giving some folks a 
lot of trouble. The main difficulty with the 
spies on the sand seems to be having a 
"full" bikini top. This problem is easily 
solved by using something from the 
guest room in the jungle. In order to 
keep things clean, I won't say more on 
that subject. For the KGBishna at the air- 
port, you need an item from the jungle (I 
can hear groans from people who have 
already been through it more times than 
they'd like to count). While you can't 
direct Larry's movements as he wanders 
around the jungle, you can still give 
other commands (if you're quick 
enough). Look carefully at the screen, 
and you should see what you need. 

Ultima IV 

I've heard from people who have found 
Blissful, and followed her advice, but the 
expected results didn't happen. Mo one 1 
know of has ever gotten any information 
after doing the specified meditations. The 
best thing is to forget about Blissful and 

(Continued on page 51) 

Computer Gaming World 
G'rc/e Reader Service #26 » 



Game Hints 



Yes, we're here in the backroom 
again (I think I'll have to have the 
place enlarged; the crowd is getting 
bigger all the time). Before we get to the 
mailbag, however, a word (or several) 
about SASE's (self-addressed stamped en- 
velopes). At the end of each column, I al- 
ways make it quite clear that if you live in 
U.S., you must enclose a self-addressed 
stamped envelope. 

However, every month, without fail, in 
come 2-3 letters that do not include a 
SASE, or sometimes the envelope is 
there but no stamp. Please folks, before 
you send your questions off, make sure 
you have that SASE in there so you'll get 
a reply. Mow, on to the games! 



Battletech: 



A lot of people are having trouble in 
the map room at the end of the game. 
As long as you have the manual, getting 
the password is easy. Take a look at the 
star map in there. You should notice that 
there is something that sets several of the 
planets apart from the others. Once you 
know what that is, you should have no 
trouble figuring out the password. 



King's Quest IV 

Quite a few folks have been struggling 
with the whale's tongue. It is a tough 
climb, especially if you don't start from 
the right spot, which is the far left. From 
there you want to go mainly on a 
diagonal until you reach top center. It 
just takes a lot of perseverance (and 
maybe a little luck, but it can be done). 
I've heard it's supposed to be easier with 
a mouse, but not having one myself, I 
can't confirm this. Also, several people 
have been wondering when, if ever, night 
will come. Well, you can wait around for 
it, but that does take quite awhile. It's 
much better to get the fruit for daddy 
(remember, that's why you're here in the 
first place?). Once you do that, nighttime 
will come right along. 



Wasteland: 



A number of adventurers have arrived 
at Base Cochise and found themselves 
unable to go any further. Don't bother 
about the computer inside. You can't do 
anything to it, or anything else you see 
there. What you realty want to do is make 
a careful and thorough check of all the 
walls inside the base. That should help 
you on your way. 




Scorpion's Mail 

SENTINEL WORLDS I 

FUTURE MAGIC 




Bard's Tale III 

The death's-head names in Tarmitia 
have been giving some folks a little dif- 
ficulty. You get the first name in Berlin 
(just walk all around the place and you'll 
hear it). Then, you go through the 
various portals to the other time periods 
until you find the place where the name 
works. That gets you another name. You 
find where that belongs, you get another 
name, and so on, until you end up back 
in Berlin again with the last name. There 
is, of course, a lot of going back and 
forth until you have found all the names. 
On the other hand, if you are up on your 
mythology, you can bypass all that if you 
happen to know the name of the death's 
head in Berlin (Hint: all the gods are 
gods of war). 



Wizardry V: 

There is no need at all to go into the 
Mystery Playhouse at Manfretrj's. Disap- 
pointing, especially since you have to pay 
to get in there, but true. You won't Find 
anything important inside and you could 
very well end up with your party wiped 

Continued on page 42) 




June 1989 
« Circle Reader Service #29 



Page 23 



Game Hints 



Scorpion's Mail 




Y'es Friends, it's time once again to 
haul out the old mail sacks and see 
what the postal carrier has brought 
us. Mow that the long, hot, days of sum- 
mer are gone, he's probably going to be 
overworked soon, especially when the 
flood of Christmas games starts to arrive. 
However, it's only October (Fred's favorite 
month; he does so look forward to Hal- 
loween), so the post office has a short 
breather before the tide rises. 

First, though, I must extend my 
apologies to several readers. Embarrass- 
ing to relate, 1 lost some mail. These 
were letters sent to me around mid-to- 
late July. How many in all, I can't say for 
sure, but it was something like 5 or 6 of 
them (ouch). This is an extremely rare oc- 
currence, as usually I'm very careful 
about these things. Unfortunately, it did 
happen, and I'm really sorry about it. So, 
for those who may have wondered why 
you didn't receive a reply, that's the 
reason. 

Ok, now let's take a look in the mailbag. 



Wasteland: 

A number of people have been having 
difficulties with the cylinders in the end 
game. For this, you need four special 
keys: blackstar, nova, pulsar, and quasar. 
If you don't have them, there's no point 
in going to Cochise just yet; you'll get to 
the bottom and find you can't do any- 
thing (or not much, anyway). Also, regard- 
ing the password to Savage Village: if you 
climb the sand hilt in Needles enough 
times, you'll find out what it is. Persist- 
ence pays off (many thanks to Michael 
Liu of Ontario for passing this one along). 



Ultima III 

Some of you out there aren't reading 
the manual carefully enough (tchl). The 
only way to increase magic points is to in- 
crease intelligence; character level has 
nothing to do with it. So if you're still 
stuck with low-level spells, it's time to 
start looking for a way to raise intel- 
ligence (and other attributes as well). 



Prophecy 

Several folks are having a hard time 
finding the password to the Tower of Jed. 
You can get this from one of the Jedist 
prisoners being held by the goblins. Look 
at what they say very carefully; one of 
them actually does give you the word, al- 
though not straight out. You have to put 
it together yourself. 



Might & Magtc II 

Orb problems have been bothering a 
few people. Specifically, getting the orb 
out of the cavern. This puzzle is certainly 
illogical, and it's not surprising that 
people are having trouble with it. For- 
tunately, the solution is a simple one, as 
long as you have a hireling in the party. 



Wizardry V 

It's amazing how difficult it is to put 
together a working watch (grin). Of 
course, if you knew the exact parts you 
needed, it probably wouldn't be quite so 
hard. A visit to the Mad Ballroom of 
Manfretti's, and a chat with a certain 
thief, should help enormously in this 
respect. 



Leisure Larry II 

Some people have discovered that stuff- 
ing a wild bikini is not as easy as it 
sounds (heh). This is basically a three- 
part problem. First, you need the proper 
item. It can be found right there in the 
guest room. Second, you have to do 
your stuffing in the right place (careful!). 
Finally, you also have to use the right syn- 
tax in your command (remember that the 
parser in these games tends to be rather 
unforgiving). 




Page 16 



Computer Gaming World